My take on the "Primal Genesis" preconstructed EDH deck. In our playgroup we decided to change up to seven cards each time we play.

I aim to shift the deck towards winning with extra/infinite combat steps.

Breakdown:

  • Ramp 10 (>= 10)
  • Card advantage 11 (>= 10)
  • Mass removal 3 (>= 4)
  • Single target removal 7 (>= 6)
  • Standalone (token producers/populators) 16+7 (>= 25)
  • Enablers x (>= ?)
  • Payoffs x (>= ?)
  • Recursion x (>= 2)
  • Tutors 2 (>= 2)
  • Gy hate x (>= 1)
  • ETB tapped lands 2 (< 10)

Next in: Chaos Warp, Pyroblast, Generous Gift, Into the North, Combat Celebrant, Breath of Fury, Cabaretti Confluence, Rhythm of the Wild, Flamekin Village, Disrupt Decorum, Godo, Bandit Warlord, Primal Vigor, Iroas, God of Victory, Frontline Medic, Reconnaissance, Llanowar Elves, Acidic Slime, Wood Elves, Wurmcoil Engine, Voice of Many, Dragonmaster Outcast, Vesuva, Yavimaya Hollow, Ancient Tomb, Strip Mine, Scavenger Grounds, Tectonic Edge

Next out: Rogue's Passage, Trostani, Selesnya's Voice, Bramble Sovereign, Garruk, Primal Hunter, Momentous Fall

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